#version 460 core
in vec3 aPos;
in vec3 aColor;

uniform float time;
uniform float speed;

out vec3 color;
void main(){
	float dx = 0.3;
	float offsetX = sin(time * speed) * dx;
	gl_Position = vec4(aPos.x + offsetX,aPos.y+offsetX,aPos.z,1.0);
	color = aColor * (sin(time) + 1.0)/2.0;
}